;
;   OF CELTS AND IBERIANS
;   Copyright (c) 2000 by Jess Balsinde
;
;  
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
94      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
80      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Tribal Spirit,      3, 0,  Amp, nil, 3, 2    ; AFl
Alphabet,           3, 0,  Exp, Pot, 0, 3    ; Alp
Slavery,            3, 0,  nil, nil, 3, 2    ; Amp
Astronomy,          3, 0,  Env, Mat, 1, 3    ; Ast
The Axe,            3, 0,  nil, nil, 2, 2    ; Ato
Iberian Custom,     3, 0,  no, no,   3, 1    ; Aut
Banking,            3, 0,  SFl, Rep, 1, 2    ; Ban
Bridge Building,    3, 0,  Iro, Eng, 0, 2    ; Bri
Bronze Working,     3, 0,  nil, nil, 0, 2    ; Bro
Ceremonial Burial,  3, 0,  Chi, nil, 0, 2    ; Cer
Alchemy,            3, 0,  nil, Med, 1, 3    ; Che
Myths,              3, 0,  nil, nil, 1, 2    ; Chi
Code of Laws,       3, 0,  Wri, CA,  0, 2    ; CoL
Civic Pride,        3, 0,  Amp, AFl, 3, 2    ; CA
Human Sacrifice,    3, 0,  Ato, Amp, 2, 2    ; Cmb
---Ancient Lore,    3, 0,  no,  no,  2, 1    ; Cmn
Elitism,            3, 0,  Chi, War, 3, 2    ; Cmp
Catapults,          3, 0,  Eng, Met, 2, 0    ; Csc
Construction,       3, 0,  Mas, Bro, 0, 3    ; Cst
Adv. Catapults,     3, 0,  Csc, Eco, 2, 0    ; Cor
Currency,           3, 0,  Bro, nil, 0, 2    ; Cur
Democracy,          3, 0,  Ban, Sth, 2, 2    ; Dem
Spoked Wheel,       3, 0,  Hor, Feu, 2, 2    ; Eco
Aristocracy,        3, 0,  CoL, Stl, 2, 2    ; E1
---Ancient Lore,    3, 0,  no,  no,  3, 1    ; E2
Engineering,        3, 0,  Whe, Cst, 0, 2    ; Eng
Astrology,          3, 0,  Mys, nil, 3, 3    ; Env
Domestication,      3, 0,  nil, nil, 3, 2    ; Esp
Pictographs,        3, 0,  nil, nil, 2, 2    ; Exp
Harness,            3, 0,  Esp, Whe, 0, 2    ; Feu
Hoe,                3, 0,  Iro, Whe, 2, 2    ; Fli
Tyranny,            3, 0,  Ref, Too, 2, 2    ; Fun
----Ancient Lore,   3, 0,  no,  no,  3, 1    ; FP
Stirrups,           3, 0,  Hor, nil, 3, 0    ; Gen
Guerrilla Warfare,  3, 0,  no,  no,  3, 0    ; Gue
----Ancient Lore,   3, 0,  no,  no,  1, 1    ; Gun
Horseback Riding,   3, 0,  Esp, nil, 0, 0    ; Hor
Greek Influences,   3, 0,  no,  no,  2, 1    ; Ind
Invention,          3, 0,  nil, nil, 1, 1    ; Inv
Iron Working,       3, 0,  Sup, War, 0, 2    ; Iro
Farming,            3, 0,  Feu, Fli, 3, 2    ; Lab
Professional Army,  3, 0,  Cur, Iro, 3, 0    ; Las
Heavy Cavalry,      3, 0,  Gen, nil, 1, 0    ; Ldr
Literacy,           3, 0,  Pla, Mas, 0, 2    ; Lit
Horse Armor,        3, 0,  Rec, Ldr, 2, 0    ; Too
Crop Rotation,      3, 0,  Ast, Lab, 1, 2    ; Mag
Tactics,            3, 0,  Las, nil, 0, 0    ; Map
Masonry,            3, 0,  nil, nil, 0, 2    ; Mas
Legion,             3, 0,  Map, Met, 3, 0    ; MP
Mathematics,        3, 0,  Alp, Mas, 0, 3    ; Mat
Medicine,           3, 0,  Phi, Tra, 1, 3    ; Med
Mercenaries,        3, 0,  Mon, Tra, 1, 0    ; Met
Naval Tactics,      3, 0,  Nav, Cor, 3, 0    ; Min
Iberian Manners,    3, 0,  no,  no,  3, 1    ; Mob
Monarchy,           3, 0,  E1,  nil, 0, 2    ; Mon
----Ancient Lore,   3, 0,  no,  no,  1, 1    ; MT
Mysticism,          3, 0,  Cer, PT,  0, 2    ; Mys
Navigation,         3, 0,  nil, Uni, 1, 3    ; Nav
----Ancient Lore,   3, 0,  no,  no,  3, 1    ; NF
Naval Speed,        3, 0,  Phi, Rfg, 3, 3    ; NP
Resistance,         3, 0,  no,  no,  1, 1    ; Phi
Physics,            3, 0,  Nav, Lit, 1, 3    ; Phy
Philosophy,         3, 0,  Mon, Mys, 3, 3    ; Pla
Advanced Galleys,   3, 0,  NP,  Min, 1, 0    ; Plu
Polytheism,         3, 0,  Cmp, Hor, 0, 2    ; PT
Pottery,            3, 0,  nil, nil, 0, 2    ; Pot
----Ancient Lore,   3, 0,  no,  no,  3, 1    ; Rad
----Ancient Lore,   3, 0,  no,  no,  2, 1    ; RR
Heavy Keel,         3, 0,  Min, Plu, 3, 3    ; Rec
Subtle Ways,        3, 0,  Che, Bri, 2, 1    ; Ref
Soil Fertilization, 3, 0,  Lab, Mag, 3, 2    ; Rfg
The Republic,       3, 0,  Rob, CoL, 0, 2    ; Rep
Theatre,            3, 0,  Lit, nil, 3, 2    ; Rob
Citizenship,        3, 0,  Tra, CoL, 3, 2    ; Roc
Siege Warfare,      3, 0,  Cor, Map, 2, 0    ; San
Seafaring,          3, 0,  nil, Ast, 0, 2    ; Sea
Taxation,           3, 0,  nil, Roc, 3, 2    ; SFl
Popular Militia,    3, 0,  San, Rob, 3, 0    ; Sth
Leisure,            3, 0,  Dem, nil, 2, 2    ; SE
Priesthood,         3, 0,  Cmp, nil, 2, 2    ; Stl
Iberian Falcata,    3, 0,  Bro, nil, 3, 0    ; Sup
Diplomacy,          3, 0,  Fun, SE,  2, 2    ; Tac
Heroes,             3, 0,  nil, nil, 0, 1    ; The
Theory of Gravity,  3, 0,  no,  no,  1, 3    ; ToG
Trade,              3, 0,  Cur, nil, 0, 2    ; Tra
Sea Travel,         3, 0,  Sea, nil, 1, 1    ; Uni
Warrior Code,       3, 0,  Ato, AFl, 0, 0    ; War
The Wheel,          3, 0,  Hor, nil, 0, 2    ; Whe
Writing,            3, 0,  Alp, nil, 0, 3    ; Wri
Future Technology,  3, 0,  Tac, nil, 3, 3    ; ...
No Hispanic,        3, 0,  no,  no,  0, 1    ; U1
No Foreign,         3, 0,  no,  no,  0, 1    ; U2
No Ibers & Turds,   3, 0,  no,  no,  0, 1    ; U3
No Celts,           3, 0,  no,  no,  0, 1    ; X1
No Celtib,          3, 0,  no,  no,  0, 1    ; X2
No Iberians,        3, 0,  no,  no,  0, 1    ; X3
No Turdetans,       3, 0,  no,  no,  0, 1    ; X4
No Roman,           3, 0,  no,  no,  0, 1    ; X5
No Carthaginian,    3, 0,  no,  no,  0, 1    ; X6
No Celt & CI,       3, 0,  no,  no,  0, 1    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Headquarters,             10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    no,
Altar,                     4, 0,    Cer,
Agora,                     8, 1,    Cur,
Scribe School,             8, 1,    Wri,
Prison,                    8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Marketplace,              12, 3,    SFl,
Temple,                   12, 2,    Env,
Theater,                  16, 3,    SE,
***Mass Transit,          16, 4,    no,
Arena,                    10, 2,    Cst,
Forge,                    20, 3,    Phy,
Public Baths,             26, 3,    Che,
***SDI Defense,           20, 4,    no,
***Recycling Center,      20, 2,    no,
***Power Plant,           16, 4,    no,
Gymnasium,                24, 3,    Ref,
***Nuclear Plant,         16, 2,    no,
Merchant Quarter,         16, 3,    Ban,
Sewer System,             12, 2,    San,
Grain Market,              8, 3,    Rfg,
Mint,                     20, 3,    Fun,
***Research Lab,          16, 3,    no,
***SAM Missile Battery,   10, 2,    no,
Coastal Fortress,          8, 1,    Nav,
***Solar Plant,           32, 4,    no,
Harbor,                    6, 1,    Sea,
Fisheries,                16, 3,    Min,
***Airport,               16, 3,    no,
Law Court,                 6, 2,    Rep,
Shipyards,                 8, 3,    Plu,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Extra Taxes),            60, 0,    Dem,
Pyramids,                 20, 0,    no,
Dama de Galera,           20, 0,    no,
Lion of Baena,            20, 0,    nil,
Dama de Ibiza,            20, 0,    nil,
Great Library,            20, 0,    no,
Cancho Roano Sanctuary,   20, 0,    nil,
Great Wall,               20, 0,    no,
Guisando Bulls,           30, 0,    nil,
Verraco,                  30, 0,    nil,
Marco Polo,               30, 0,    no,
Dama de Elche,            30, 0,    nil,
Iberian Alphabet,         30, 0,    nil,
Phoenician Voyages,       30, 0,    nil,
Dama Oferente,            30, 0,    nil,
Leo,                      40, 0,    no,
Sphinx of Agost,          40, 0,    nil,
Bicha of Balazote,        40, 0,    nil,
Myth of Tartessos,        40, 0,    nil,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             40, 0,    no,
Dama de Baza,             50, 0,    nil,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Corocota's Bravery,       60, 0,    nil,


;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Inv,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Inv,        ; Great Library
nil,        ; Oracle
Inv,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Inv,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Inv,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
Inv,        ; Darwin
Inv,        ; Statue of Liberty
Inv,        ; Eiffel Tower
nil,        ; Women's Suffrage
Inv,        ; Hoover Dam
Inv,        ; Manhattan Project
Inv,        ; United Nations
Inv,        ; Apollo
Inv,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves,       nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, Amp, 000000000000000
Warriors,     X7,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, AFl, 000010000000000
Warriors,     U3,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, AFl, 000010000000000
Archers,      X7,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000001000000000
Archers,      U3,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000001000000000
Swordmen,     X7,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Sup, 000000000000000
Swordmen,     U3,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Met, 000000000000000
Impassable,   nil, 1,  0.,9,  1a,22d, 9h,2f, 99,0,  0, no,  000000000000001
Mercenaries,  X5,  0,  1.,0,  4a,4d,  1h,1f,  5,0,  1, Fun, 000100000000000
Peasants,     U1,  0,  1.,0,  3a,3d,  1h,1f,  5,0,  1, Sth, 000001000000000
Celtic Army,  X7,  0,  1.,0,  5a,4d,  1h,1f,  5,0,  1, Las, 000000000000000
Iberian Army, U3,  0,  1.,0,  5a,4d,  1h,1f,  5,0,  1, Las, 000000000000000
Taurus,       Inv, 0,  1.,0,  9a,5d,  1h,1f,  6,0,  0, The, 000000000000000
*Unused*,     Inv, 0,  2.,0,  9a,6d,  1h,1f,  6,0,  1, no,  000000000000000
Cavalry,      X7,  0,  2.,0,  8a,4d,  1h,1f,  7,0,  0, Ldr, 000000000000000
Lancers,      Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  000000000000000
Horsemen,     U3,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Hor, 000000000000000
Elephant,     X6,  0,  2.,0, 12a,2d,  1h,2f,  9,0,  0, PT,  000000000000000
Cavalry,      U3,  0,  2.,0,  8a,4d,  1h,1f,  7,0,  0, Ldr, 000000000000000
Impassable,   nil, 1,  0.,9,  1a,22d, 9h,2f, 99,0,  0, no,  000000000000001
Cavalry,      X6,  0,  2.,0, 10a,5d,  1h,1f, 13,0,  0, Ldr, 000000000000000
Cavalry,      X5,  0,  2.,0, 10a,5d,  1h,1f, 13,0,  0, Ldr, 000000000000000
Cataphracts,  X5,  0,  2.,0,  8a,6d,  2h,1f, 18,0,  0, Too, 000000000000000
Ballista,     Cor, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Catapult,     nil, 0,  1.,0, 10a,1d,  1h,1f,  4,0,  0, Cor, 000001000000000
Battering Ram,nil, 0,  1.,0,  8a,3d,  1h,1f,  5,0,  0, Too, 000000001000000
Siege Tower,  nil, 0,  1.,0, 11a,2d,  1h,1f,  7,0,  0, San, 000000000000000
Horsemen,     X7,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Hor, 000000000000000
Impassable,   nil, 1,  0.,9,  1a,22d, 9h,2f, 99,0,  0, no,  000000000000001
Impassable,   nil, 1,  0.,9,  1a,22d, 9h,2f, 99,0,  0, no,  000000000000001
Celtic Ship,  X7,  2,  4.,0,  4a,2d,  2h,2f,  8,0,  2, Nav, 000000000000001
Castro,       Inv, 0,  0.,0,  0a,3d,  2h,1f,  1,0,  1, Mas, 000000000000001
Oppidum,      Inv, 0,  0.,0,  0a,2d,  2h,1f,  1,0,  1, Mas, 000000000100000
Pirate Ship,  Inv, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, nil, 000000000001001
Sailing Ship, Nav, 2,  3.,0,  2a,1d,  2h,1f,  4,2,  4, Sea, 000000000100000
*Unused,      nil, 2,  5.,0,  1a,9d,  1h,2f, 16,0,  2, no,  000000010000001
Penteconter,  X5,  2,  4.,0,  4a,4d,  3h,2f,  6,9,  4, Uni, 000000000000001
Pirates,      Inv, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, nil, 000000000001001
Bireme,       U3,  2,  4.,0,  2a,3d,  3h,2f,  8,1,  2, Nav, 000000000000001
Trireme,      U2,  2,  4.,0,  4a,5d,  3h,2f, 10,2,  2, Min, 000000000000001
Quatrireme,   U2,  2,  4.,0,  6a,7d,  3h,2f, 12,3,  2, Plu, 000000000000001
Quinquereme,  U2,  2,  4.,0,  8a,9d,  3h,2f, 16,4,  2, Plu, 000000000000001
Impassable,   nil, 1,  0.,9,  1a,22d, 9h,2f, 99,0,  0, no,  000000000000001
Merchant Ship,X6,  2,  4.,0,  3a,3d,  3h,2f,  6,9,  4, Uni, 000000000000000
C Fort,       Inv, 1,  0.,0,  0a,8d,  4h,1f, 99,0,  0, Mas, 000000000000001
R Fort,       Inv, 0,  0.,0,  0a,9d,  4h,1f, 99,0,  0, Mas, 000000000000001
Envoy,        U2,  0,  1.,0,  0a,0d,  1h,1f,  6,0,  6, Ref, 000000000000011
Envoys,       U1,  0,  1.,0,  0a,0d,  1h,1f,  6,0,  6, Ref, 000000000000010
Merchant,     Dem, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Merchants,    nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Dem, 000000000000010
Impassable,   nil, 1,  0.,9,  1a,22d, 9h,2f, 99,0,  0, no,  000000000000001
C Army,       Inv, 0,  1.,0,  6a,2d,  1h,1f,  4,0,  1, nil, 000010000000000
Ibe Army,     Inv, 0,  1.,0,  6a,2d,  1h,1f,  4,0,  1, nil, 000010000000000
Viriathus,    Inv, 0,  2.,0, 11a,7d,  1h,1f,  6,0,  1, The, 000000000000001
Turtle,       X5,  0,  2.,0, 10a,2d,  1h,2f, 14,0,  0, San, 000000000000000
R Pillum,     X5,  0,  1.,0,  6a,5d,  1h,1f, 12,0,  0, Las, 000000000000001
R Sternum,    X5,  0,  1.,0,  7a,4d,  1h,1f, 12,0,  0, Las, 000000000000001
C Pillum,     X6,  0,  1.,0,  4a,5d,  1h,1f, 10,0,  0, Las, 000000000000001
C Sternum,    X6,  0,  1.,0,  5a,4d,  1h,1f, 10,0,  0, Las, 000000000000001
Celt Mercenary,Inv,0,  1.,0,  7a,4d,  1h,2f,  4,0,  0, nil, 000000001000001
Ibe Mercenary,Inv, 0,  1.,0,  7a,4d,  1h,2f,  4,0,  0, nil, 000000001000001
Jabato,       Inv, 0,  2.,0, 10a,6d,  1h,1f,  6,0,  1, The, 000000000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Copper,     2,4,  1,2,3,   no,  1,10, 0,   yes, 2, 5, 1,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 2, 5, 1,   For, 0,10, 0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   For, 0,10, 0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5, 0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 0,10, 0,   yes, 3,10, 1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  0,10, 0,   yes, 1,10, 1,  Hil,   ; Mou
Silver,     2,4,  1,1,7,   no,  0, 5, 0,   yes, 1,15, 1,  Grs,   ; Pln
Gold,       2,4,  0,1,9,   no,  0, 5, 0,   yes, 1,15, 1,  Tun,   ; Gla
Salt,       2,3,  1,0,4,   no,  0,15, 0,   no,  0, 5, 0,  Pln,   ; Swa
Sheep,      1,2,  3,2,3,   yes, 2, 5, 1,   For, 0,10, 0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,    ; Oce
Copper,     2,4,  1,2,3,
Olive Grove,1,2,  3,1,3,
Grassland,  1,2,  2,1,0,
Rabbit,     2,3,  3,2,0,
Tin,        2,4,  1,3,2,
Iron,       3,6,  0,8,0,
Silver,     2,4,  1,1,7,
Gold,       2,4,  0,1,9,
Salt,       2,3,  1,0,4,
Sheep,      1,2,  3,2,3,
Fish,       1,2,  4,0,2,
Copper,     2,4,  1,2,3,
Wheat,      1,2,  6,1,1,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,1,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,8,0,
Silver,     2,4,  1,1,7,
Gold,       2,4,  0,1,9,
Salt,       2,3,  1,0,4,
Sheep,      1,2,  3,2,3,
Tuna,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Chief,       Chief
Monarchy,       King,        King
Communism,      Comrade,     Comrade
Fundamentalism, Dictator,    Dictator
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Viriathus,    Viriathus,           0, 1, 0, Celts,       Celtic,      1, -1,  1,     1, Caudillo, Caudillo, 4, Druid, Druid
Olindicus,    Olindicus,           0, 2, 0, Celtiberians,Celtiberian, 1, -1,  1,     1, Caudillo, Caudillo, 4, Druid, Druid
Indibilus,    Indibilus,           0, 3, 2, Iberians,    Iberian,    -1,  1,  1,     5, Counselor, Counselor, 6, Honorable, Honorable	
Luxinius,     Luxinius,            0, 4, 2, Turdetans,   Turdetan,   -1, -1,  1,     5, Counselor, Counselor
Scipio milianus,Scipio milianus, 0, 5, 1, Romans,      Roman, 1,  1, -1,     4, Dictator, Dictator
Hannibal,     Hannibal,            0, 6, 1, Carthaginians,Carthaginian,1, 1, -1,     4, Dictator, Dictator
Barbarossa,   Barbarossa,          0, 7, 3, Vaccaei,     Vaccaei,      1,  1, -1,     
Viriathus,    Viriathus,           0, 1, 0, Celts,       Celtic,      1, -1,  1,     1, Caudillo, Caudillo, 4, Druid, Druid
Olindicus,    Olindicus,           0, 2, 0, Celtiberians,Celtiberian, 1, -1,  1,     1, Caudillo, Caudillo, 4, Druid, Druid
Indibilus,    Indibilus,           0, 3, 2, Iberians,    Iberian,    -1,  1,  1,     5, Counselor, Counselor, 6, Honorable, Honorable	
Luxinius,     Luxinius,            0, 4, 2, Turdetans,   Turdetan,   -1, -1,  1,     5, Counselor, Counselor
Scipio milianus,Scipio milianus, 0, 5, 1, Romans,      Roman, 1,  1, -1,     4, Dictator, Dictator
Hannibal,     Hannibal,            0, 6, 1, Carthaginians,Carthaginian,1, 1, -1,     4, Dictator, Dictator
Barbarossa,   Barbarossa,          0, 7, 3, Vaccaei,     Vaccaei,      1,  1, -1,     
Viriathus,    Viriathus,           0, 1, 0, Celts,       Celtic,      1, -1,  1,     1, Caudillo, Caudillo, 4, Druid, Druid
Olindicus,    Olindicus,           0, 2, 0, Celtiberians,Celtiberian, 1, -1,  1,     1, Caudillo, Caudillo, 4, Druid, Druid
Indibilus,    Indibilus,           0, 3, 2, Iberians,    Iberian,    -1,  1,  1,     5, Counselor, Counselor, 6, Honorable, Honorable	
Luxinius,     Luxinius,            0, 4, 2, Turdetans,   Turdetan,   -1, -1,  1,     5, Counselor, Counselor
Scipio milianus,Scipio milianus, 0, 5, 1, Romans,      Roman, 1,  1, -1,     4, Dictator, Dictator
Hannibal,     Hannibal,            0, 6, 1, Carthaginians,Carthaginian,1, 1, -1,     4, Dictator, Dictator
Barbarossa,   Barbarossa,          0, 7, 3, Vaccaei,     Vaccaei,      1,  1, -1,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Grain,
Gems,
Gold,
Tin,
Iron,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













